RE: [hlcoders] vgui_controls

2004-12-05 Thread Alfred Reynolds
What files in particular?

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hasan
Aljudy Sent: Sunday, December 05, 2004 4:29 AM To: hlcoders
Subject: [hlcoders] vgui_controls

> there are a bunch of .cpp files in src\vgui2\controls but they are
> not included in the project, instead there is a vgui_controls.lib,
> although the .h files are in the project.
>
> I tried adding the files to the project but I got 51 errors and I
> immediatly removed them from the project :P
>
> did these cpp files get included by mistake or are they going to be
> incorperated in the project files in the near future?
>
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RE: [hlcoders] Serverplugin linux makefile?

2004-12-05 Thread Alfred Reynolds
Um, yes it is (Makfile.plugin).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Oskar
Lindgren Sent: Sunday, December 05, 2004 10:27 AM To:
[EMAIL PROTECTED] Subject: [hlcoders] Serverplugin linux
makefile?

> Hi,
>
> I am trying to compile the serverplugin sample under linux, but the
> makefile seems to be missning(And no, it isnt Makefile.plugin in
> ./linux_sdk/)?
>
> / Oskar Lindgren
>
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RE: [hlcoders] Displaying a menu to a player

2004-12-05 Thread Alfred Reynolds
You need to use the messaging interface, it provides a menu capability along 
with generic text dialogs.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Sunday, December 05, 2004 7:24 PM To: [EMAIL PROTECTED]
Subject: [hlcoders] Displaying a menu to a player

> Was wondering if this is possible or if anyone has done this yet?  I
> don't mean the sample menus that were shown that require you to press
> escape.  I mean menus similar/better than those found in HL1?  (The
> non-VGUI menus) And if so, how would I catch which option the user
> presses?
>
> Thanks,
> Josh
>
>
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[hlcoders] My mod won't run on a Win32 Dedicated Server

2004-12-05 Thread Teddy
Hi folks,

Has anyone else tried running their mod on the Source Dedicated Server
via steam? I can't for the life of me get it to run. I copied over my
mod dir to the /steamapps/username/source dedicated server/ folder,
and checked and edited the gameinfo.txt's and the game.txt, etc.

But when I try to run the dedicated server from Steam, it loads the
console interface, with mostly empty fields. If i try to change maps
via the console, it tells me:
Failed to load server.dll
Failed to load server binary
Can't start game, no valid server.dll loaded

Is there something wrong with my server.dll? I tried copying the hl2dm
server.dll in it's place, still with the same error. Is this a known
issue, and if so, anyone figured out a fix yet?

Thanks guys,
Teddy

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[hlcoders] Displaying a menu to a player

2004-12-05 Thread Josh
Was wondering if this is possible or if anyone has done this yet?  I don’t
mean the sample menus that were shown that require you to press escape.  I
mean menus similar/better than those found in HL1?  (The non-VGUI menus) 
And if so, how would I catch which option the user presses?

Thanks,
Josh


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Re: [hlcoders] Gmail & Mailing Lists

2004-12-05 Thread Brian \"Satertek\" Irelan
Dosn't matter if you are never offline :)


On Sun, 05 Dec 2004 19:59:23 -0600, Matt Thompson <[EMAIL PROTECTED]> wrote:
> ZoMtEc wrote:
>
> >But GMail rocks ur Outlook-Rules ;)
> >
> >I used Outlook like you did but gmail is much better i think!
> >
> >
> Yes, but with gmail, there is no offline browsing.  For that reason, I
> use my gmail account, but use Mozilla Thunderbird to read it, since
> gmail gives you pop access.
>
> I couldn't imagine using Outlook unless I had to for work.  But thats a
> different thread.  :)
>
>
>
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>


--
Get Firefox
http://www.GetFirefox.com

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RE: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin

2004-12-05 Thread Josh
Yea when I tried to get entity 0 I would get a crash everytime.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Sunday, December 05, 2004 1:14 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex)
issue in Plugin

As far as i know, entityindex 0 is the server, normal players start
at 1. GetUserID is the unique userid. When a new player connects,
this userid will be incremented.

Greets
Ronny



> The line "if (!playerInfo) ..." is just my short hand for saying "I'm
> doing error checking here, so don't worry playerInfo is non-null past
> here".  I should have made that more clear.
>
> The problem was that I was using the wrong entityindex (0) as Ronny
> pointed out.
>
> I must admin I don't quite see how it works:
> My entityindex is 1
> playerInfo->GetUserID() return 2
>
> What is in entityindex 0? as engine->PEntityOfEntIndex(0) returns
> non-null but dies in pain when you try and do stuff with it.
>
>
> Trimbo
>
> On Sun, 5 Dec 2004 12:20:03 -0500, Josh <[EMAIL PROTECTED]> wrote:
>> You need to do
>>
>> if ( playerinfo ){
>> Msg("SteamId: %s\n", playerInfo->GetNetworkIDString());
>> }
>>
>> Not if !playerinfo
>>
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
>> Sent: Sunday, December 05, 2004 7:34 AM
>> To: [EMAIL PROTECTED]
>> Subject: Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex)
>> issue in Plugin
>>
>> I cant see any errors, maybe a wrong playerIndex?
>> Must be greater than 0.
>>
>> Greets
>> Ronny
>>
>> > Is anyone able to help with this?
>> >
>> >
>> > On Sun, 5 Dec 2004 00:47:59 +, Tristan Fairbairn
>> > <[EMAIL PROTECTED]> wrote:
>> >> Hi list,
>> >>
>> >> I'm messing about with a plugin and i'm getting a crash when trying to
>> >> access an edict_t* returned by PEntityOfEntIndex(int iEntIndex)
>> >>
>> >> I'm basically trying to find out info about entities based on the
>> >> client index (eventually i'd like to do it based on name and/or steam
>> >> id).
>> >>
>> >> Code goes a little like this:
>> >>
>> >> edict_t *entity = engine->PEntityOfEntIndex(playerIndex);
>> >> if (!entity) ...
>> >>
>> >> IPlayerInfo *playerInfo = playerinfomanager->GetPlayerInfo(entity);
>> >> if (!playerInfo) ...
>> >>
>> >> // This line causes a crash
>> >> Msg("SteamId: %s\n", playerInfo->GetNetworkIDString());
>> >>
>> >> I'm almost certainly doing something wrong, or perhaps my approach is
>> >> totally wrong for what i'm trying to achive.  So any thoughts?
>> >>
>> >> ta,
>> >>
>> >> Trimbo
>> >>
>> >
>> > ___
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>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>>
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>>
>
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Re: [hlcoders] Gmail & Mailing Lists

2004-12-05 Thread Matt Thompson
ZoMtEc wrote:
But GMail rocks ur Outlook-Rules ;)
I used Outlook like you did but gmail is much better i think!

Yes, but with gmail, there is no offline browsing.  For that reason, I
use my gmail account, but use Mozilla Thunderbird to read it, since
gmail gives you pop access.
I couldn't imagine using Outlook unless I had to for work.  But thats a
different thread.  :)
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[hlcoders] How to inflict damage to a player from a server plugin?

2004-12-05 Thread Marcelo Bezerra
I am trying to code some functionality like the classics admin_slap,
admin_slay in adminmod,
But I can't find how to mess with a player's helth or speed.
The IPlayerInfo returned by playerinfomanager->GetPlayerInfo(pEntity)
only exposes readonly values.
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Re: [hlcoders] Plugin supported Interface Factories...

2004-12-05 Thread Manip
Thanks botman!
PS You frigging own! :-)
- Original Message -
From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, December 06, 2004 12:40 AM
Subject: Re: [hlcoders] Plugin supported Interface Factories...

>
v- HELP -v
I STILL haven't determined a method to get each player's "origin" and
"angles" in a plugin.  The best I have found so far is to use the
ICollideable::GetCollisionOrigin() and ICollideable::GetCollisionAngles()
for each client (ICollideable is available through the edict_t structure
using GetCollideable() function).
^- HELP -^
Oppps, forgot to say why I need help.  :)
The ICollideable gives you the proper origin, but the angles are always
zero
(I assume because Source uses AABB and the bounding box of players don't
rotate).
Anybody figured out how to get 'origin' AND 'angles' for each player on a
server via a plugin?
Jeffrey "botman" Broome

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RE: [hlcoders] Anyone had such a problem?

2004-12-05 Thread K. Mike Bradley
Or a new driver is needed???


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeff 'Kuja' Katz
Sent: Sunday, December 05, 2004 6:16 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Anyone had such a problem?

That's a video card memory issue. Looks like it's been overclocked (or the
memory is just bad)

-Kuja

Vyacheslav Djura wrote:
> Hello hlcoders,
>
>   I know this isn't a place to ask some questions, but I think it's
>   the fastest way to tell Source programmers about the problem and
>   interesting if someone here experienced such problems.
>
>   Look here (Alt+PrintScreen):
>   http://www.hl2source.com/hoaxer/background01.jpg
>   http://www.hl2source.com/hoaxer/hl2menu.JPG
>
>   (F5):
>   http://www.hl2source.com/hoaxer/d1_trainstation_02.jpg
>
>   Game loads normallyvery seldom. In most cases main menu is normal,
>   but when game loads or I try to enter options menu everything goes
>   wrong - screen flickers, menu is in red colors, game slows down. If
>   after that I launch any other OpenGL\Direct3d application it affects
>   these games.
>
>   What can be wrong?
>
>   I have ASUS GeForceFX5200 and using nVIDIA drivers 6.1.7.7. I've
>   tried older drivers but effect is the same. I haven't tried new
>   drivers because they include changes only for GeForce6xxx series. I
>   also tried HL2 in DX7 mode - effect is the same.
>
> --
> Best regards,
>  Vyacheslav  mailto:[EMAIL PROTECTED]
>
>
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Re: [hlcoders] Plugin supported Interface Factories...

2004-12-05 Thread Ronny Schedel
Try to load the nonworking interfaces with gameServerFactory
instead of interfaceFactory. Especially IServerGameDLL needs
gameServerFactory.
Greets
Ronny
I've been trying to determine which interface factories are supported by
Source Engine plugins.  Here's some code I added to the empty plugin
Load()
function...
// IClientEntityList *cliententitylist =
(IClientEntityList*)interfaceFactory(VCLIENTENTITYLIST_INTERFACE_VERSION,
NULL);
// if ( !cliententitylist )
//  Msg("PLUGIN: Unable to load cliententitylist, ignoring\n");
// else
//  Msg("PLUGIN: Loaded cliententitylist\n");
IEngineTrace *enginetrace =
(IEngineTrace*)interfaceFactory(INTERFACEVERSION_ENGINETRACE_SERVER,
NULL);
if ( !enginetrace )
 Msg("PLUGIN: Unable to load enginetrace, ignoring\n");
else
 Msg("PLUGIN: Loaded enginetrace\n");
// IServerGameDLL *gamedll =
(IServerGameDLL*)interfaceFactory(INTERFACEVERSION_SERVERGAMEDLL, NULL);
// if ( !gamedll )
//  Msg("PLUGIN: Unable to load gamedll, ignoring\n");
// else
//  Msg("PLUGIN: Loaded gamedll\n");
// IServerGameEnts *gameents =
(IServerGameEnts*)interfaceFactory(INTERFACEVERSION_SERVERGAMEENTS, NULL);
// if ( !gameents )
//  Msg("PLUGIN: Unable to load gameents, ignoring\n");
// else
//  Msg("PLUGIN: Loaded gameents\n");
// IServerGameClients *gameclients =
(IServerGameClients*)interfaceFactory(INTERFACEVERSION_SERVERGAMECLIENTS,
NULL);
// if ( !gameclients )
//  Msg("PLUGIN: Unable to load gameclients, ignoring\n");
// else
//  Msg("PLUGIN: Loaded gameclients\n");
ISpatialPartition *spatialpartition =
(ISpatialPartition*)interfaceFactory(INTERFACEVERSION_SPATIALPARTITION,
NULL);
if ( !spatialpartition )
 Msg("PLUGIN: Unable to load spatialpartition, ignoring\n");
else
 Msg("PLUGIN: Loaded spatialpartition\n");
IVoiceServer *voiceserver =
(IVoiceServer*)interfaceFactory(INTERFACEVERSION_VOICESERVER, NULL);
if ( !voiceserver )
 Msg("PLUGIN: Unable to load voiceserver, ignoring\n");
else
 Msg("PLUGIN: Loaded voiceserver\n");
IStaticPropMgr *staticprops =
(IStaticPropMgr*)interfaceFactory(INTERFACEVERSION_STATICPROPMGR_SERVER,
NULL);
if ( !staticprops )
 Msg("PLUGIN: Unable to load staticprops, ignoring\n");
else
 Msg("PLUGIN: Loaded staticprops\n");
// IMapData *mapdata =
(IMapData*)interfaceFactory(INTERFACEVERSION_MAPDATA,
NULL);
// if ( !mapdata )
//  Msg("PLUGIN: Unable to load mapdata, ignoring\n");
// else
//  Msg("PLUGIN: Loaded mapdata\n");
// IPhysics *physics =
(IPhysics*)interfaceFactory(VPHYSICS_INTERFACE_VERSION, NULL);
// if ( !physics )
//  Msg("PLUGIN: Unable to load physics, ignoring\n");
// else
//  Msg("PLUGIN: Loaded physics\n");
// IPhysicsCollision *physicscol =
(IPhysicsCollision*)interfaceFactory(VPHYSICS_COLLISION_INTERFACE_VERSION,
NULL);
// if ( !physicscol )
//  Msg("PLUGIN: Unable to load physicscol, ignoring\n");
// else
//  Msg("PLUGIN: Loaded physicscol\n");
// IPhysicsSurfaceProps *physicssurfprop =
(IPhysicsSurfaceProps*)interfaceFactory(VPHYSICS_SURFACEPROPS_INTERFACE_VERS
ION, NULL);
// if ( !physicssurfprop )
//  Msg("PLUGIN: Unable to load physicssurfprop, ignoring\n");
// else
//  Msg("PLUGIN: Loaded physicssurfprop\n");
IEngineSound *enginesound =
(IEngineSound*)interfaceFactory(IENGINESOUND_SERVER_INTERFACE_VERSION,
NULL);
if ( !enginesound )
 Msg("PLUGIN: Unable to load enginesound, ignoring\n");
else
 Msg("PLUGIN: Loaded enginesound\n");
IVEngineCache *enginecache =
(IVEngineCache*)interfaceFactory(VENGINE_CACHE_INTERFACE_VERSION, NULL);
if ( !enginecache )
 Msg("PLUGIN: Unable to load enginecache, ignoring\n");
else
 Msg("PLUGIN: Loaded enginecache\n");
IVModelInfo *modelinfo =
(IVModelInfo*)interfaceFactory(VMODELINFO_SERVER_INTERFACE_VERSION, NULL);
if ( !modelinfo )
 Msg("PLUGIN: Unable to load modelinfo, ignoring\n");
else
 Msg("PLUGIN: Loaded modelinfo\n");
...and I obviously included the proper .h files to resolve these at
compile
time (Alfred: public/engine is not in the list of default include
directories in the empty plugin project, you might want to add it for
later
updates).
When I start HL2DM up, the plugin loads fine, but many of the interface
factories return NULL (they don't get resolved).  I'm assuming that
plugins
only have access to certain interface factories.  I didn't even try most
of
the ones that I knew were client side only (like anything with "render",
"shadow" or "client" in it).  The ones that are commented out above,
returned NULL for the interface.
Hopefully this will help some people along who are writting plugins for
Source.
v- HELP -v
I STILL haven't determined a method to get each player's "origin" and
"angles" in a plugin.  The best I have found so far is to use the
ICollideable::GetCollisionOrigin() and ICollideable::GetCollisionAngles()
for each client (ICollideable is available through the edict_t structure
using GetCollideable() function).
^- HELP -^
P.S. I *LOVE* the interface factory stuff!  It REALLY helps you figure out
exactly which functions are valid on different types of entities.  

Re: [hlcoders] adding maps to a mod?

2004-12-05 Thread Kyle Keating
I'm just not used to this automated stuff. Thx for the help!


On Sun, 5 Dec 2004 05:00:45 -0700, Hasan Aljudy <[EMAIL PROTECTED]> wrote:
> are you talking about making maps, or copyingmaps over from a
> different location?
>
> anyway, for making maps, just use the Source SDK think in steam's
> gmaes menu, from the drop down list select your mod, double click
> hammer, it should be now automatically configured to save and compile
> maps in your mods directory.
>
>
>
>
> On Sun, 5 Dec 2004 03:44:23 -0800, Kyle Keating <[EMAIL PROTECTED]> wrote:
> > How the heck do i add a custom map to the mod. I dont want the hl1
> > maps. So i overwrote the maps dir with the hl2dm maps dir. None of the
> > maps work. I also added a text file which i thought was the solution
> > "maplist.txt" to my mod dir, but that did nothing. Im confused, where
> > is the documentation for this?
> >
> > ___
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> >
> >
>
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RE: [hlcoders] Gmail & Mailing Lists

2004-12-05 Thread covert
OK. Now I am going to have to use gmail for this list just to see how
good it is.

BTW 6 free gmail account waiting to be handed out of anyone wants one.

On Sun, 5 Dec 2004 09:48:30 -0800, ironchef wrote:
> Limb wrote:
>> How do you set it up to go by conversation in outlook?
>
> This is in Outlook 2k3:
>
> View -> Arrange By -> Custom -> Group By -> Conversation (Ascending)
>
> Also do:
>
> View -> Arrange By -> Custom -> Order By -> Received (Descending)
>
> Now you have a date-ordered and conversation-grouped mailing list.
> Setup
> a rule to stuff all the messages with "hlcoders" in the subject in
> its
> own folder (and stop processing other rules afterward) and you're
> all
> set. This functionality has been in Outlook for as long as I can
> remember, and is present in nearly every other email client worth
> its
> salt (most do it much better than Outlook ever has).
>
> For those of you using Gmail, please, for the love of Ford, stop
> hiding
> quoted material and trim that crap from your replies.
>
> --
> ironchef
> http://www.dexworld.org/
>
>
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RE: [hlcoders] entity limit?

2004-12-05 Thread Yahn Bernier
6 years x 15 engineers = much code

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of tei
Sent: Sunday, December 05, 2004 1:06 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] entity limit?

Yahn Bernier wrote:
> The engine currently has this entity limit:
>
> // How many bits to use to encode an edict.
> #define   MAX_EDICT_BITS  11
> // # of bits needed to represent max edicts // Max # of edicts in a
> level (1024)
> #define   MAX_EDICTS
> (1<
> The index is networked as an unsigned, so the max # of entities is
> 2048 for networking
>
> Yahn
>
>

Thanks Yahn

I am *impressed* by the sdk size. I am actually printing ai_basenpc.cpp,
180 pages *cough*


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Re: [hlcoders] Plugin supported Interface Factories...

2004-12-05 Thread Jeffrey \"botman\" Broome
>
> v- HELP -v
>
> I STILL haven't determined a method to get each player's "origin" and
> "angles" in a plugin.  The best I have found so far is to use the
> ICollideable::GetCollisionOrigin() and ICollideable::GetCollisionAngles()
> for each client (ICollideable is available through the edict_t structure
> using GetCollideable() function).
>
> ^- HELP -^

Oppps, forgot to say why I need help.  :)

The ICollideable gives you the proper origin, but the angles are always zero
(I assume because Source uses AABB and the bounding box of players don't
rotate).

Anybody figured out how to get 'origin' AND 'angles' for each player on a
server via a plugin?

Jeffrey "botman" Broome



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[hlcoders] Plugin supported Interface Factories...

2004-12-05 Thread botman
I've been trying to determine which interface factories are supported by
Source Engine plugins.  Here's some code I added to the empty plugin Load()
function...

// IClientEntityList *cliententitylist =
(IClientEntityList*)interfaceFactory(VCLIENTENTITYLIST_INTERFACE_VERSION,
NULL);
// if ( !cliententitylist )
//  Msg("PLUGIN: Unable to load cliententitylist, ignoring\n");
// else
//  Msg("PLUGIN: Loaded cliententitylist\n");

 IEngineTrace *enginetrace =
(IEngineTrace*)interfaceFactory(INTERFACEVERSION_ENGINETRACE_SERVER, NULL);
 if ( !enginetrace )
  Msg("PLUGIN: Unable to load enginetrace, ignoring\n");
 else
  Msg("PLUGIN: Loaded enginetrace\n");

// IServerGameDLL *gamedll =
(IServerGameDLL*)interfaceFactory(INTERFACEVERSION_SERVERGAMEDLL, NULL);
// if ( !gamedll )
//  Msg("PLUGIN: Unable to load gamedll, ignoring\n");
// else
//  Msg("PLUGIN: Loaded gamedll\n");

// IServerGameEnts *gameents =
(IServerGameEnts*)interfaceFactory(INTERFACEVERSION_SERVERGAMEENTS, NULL);
// if ( !gameents )
//  Msg("PLUGIN: Unable to load gameents, ignoring\n");
// else
//  Msg("PLUGIN: Loaded gameents\n");

// IServerGameClients *gameclients =
(IServerGameClients*)interfaceFactory(INTERFACEVERSION_SERVERGAMECLIENTS,
NULL);
// if ( !gameclients )
//  Msg("PLUGIN: Unable to load gameclients, ignoring\n");
// else
//  Msg("PLUGIN: Loaded gameclients\n");

 ISpatialPartition *spatialpartition =
(ISpatialPartition*)interfaceFactory(INTERFACEVERSION_SPATIALPARTITION,
NULL);
 if ( !spatialpartition )
  Msg("PLUGIN: Unable to load spatialpartition, ignoring\n");
 else
  Msg("PLUGIN: Loaded spatialpartition\n");

 IVoiceServer *voiceserver =
(IVoiceServer*)interfaceFactory(INTERFACEVERSION_VOICESERVER, NULL);
 if ( !voiceserver )
  Msg("PLUGIN: Unable to load voiceserver, ignoring\n");
 else
  Msg("PLUGIN: Loaded voiceserver\n");

 IStaticPropMgr *staticprops =
(IStaticPropMgr*)interfaceFactory(INTERFACEVERSION_STATICPROPMGR_SERVER,
NULL);
 if ( !staticprops )
  Msg("PLUGIN: Unable to load staticprops, ignoring\n");
 else
  Msg("PLUGIN: Loaded staticprops\n");

// IMapData *mapdata = (IMapData*)interfaceFactory(INTERFACEVERSION_MAPDATA,
NULL);
// if ( !mapdata )
//  Msg("PLUGIN: Unable to load mapdata, ignoring\n");
// else
//  Msg("PLUGIN: Loaded mapdata\n");

// IPhysics *physics =
(IPhysics*)interfaceFactory(VPHYSICS_INTERFACE_VERSION, NULL);
// if ( !physics )
//  Msg("PLUGIN: Unable to load physics, ignoring\n");
// else
//  Msg("PLUGIN: Loaded physics\n");

// IPhysicsCollision *physicscol =
(IPhysicsCollision*)interfaceFactory(VPHYSICS_COLLISION_INTERFACE_VERSION,
NULL);
// if ( !physicscol )
//  Msg("PLUGIN: Unable to load physicscol, ignoring\n");
// else
//  Msg("PLUGIN: Loaded physicscol\n");

// IPhysicsSurfaceProps *physicssurfprop =
(IPhysicsSurfaceProps*)interfaceFactory(VPHYSICS_SURFACEPROPS_INTERFACE_VERS
ION, NULL);
// if ( !physicssurfprop )
//  Msg("PLUGIN: Unable to load physicssurfprop, ignoring\n");
// else
//  Msg("PLUGIN: Loaded physicssurfprop\n");

 IEngineSound *enginesound =
(IEngineSound*)interfaceFactory(IENGINESOUND_SERVER_INTERFACE_VERSION,
NULL);
 if ( !enginesound )
  Msg("PLUGIN: Unable to load enginesound, ignoring\n");
 else
  Msg("PLUGIN: Loaded enginesound\n");

 IVEngineCache *enginecache =
(IVEngineCache*)interfaceFactory(VENGINE_CACHE_INTERFACE_VERSION, NULL);
 if ( !enginecache )
  Msg("PLUGIN: Unable to load enginecache, ignoring\n");
 else
  Msg("PLUGIN: Loaded enginecache\n");

 IVModelInfo *modelinfo =
(IVModelInfo*)interfaceFactory(VMODELINFO_SERVER_INTERFACE_VERSION, NULL);
 if ( !modelinfo )
  Msg("PLUGIN: Unable to load modelinfo, ignoring\n");
 else
  Msg("PLUGIN: Loaded modelinfo\n");

...and I obviously included the proper .h files to resolve these at compile
time (Alfred: public/engine is not in the list of default include
directories in the empty plugin project, you might want to add it for later
updates).

When I start HL2DM up, the plugin loads fine, but many of the interface
factories return NULL (they don't get resolved).  I'm assuming that plugins
only have access to certain interface factories.  I didn't even try most of
the ones that I knew were client side only (like anything with "render",
"shadow" or "client" in it).  The ones that are commented out above,
returned NULL for the interface.

Hopefully this will help some people along who are writting plugins for
Source.

v- HELP -v

I STILL haven't determined a method to get each player's "origin" and
"angles" in a plugin.  The best I have found so far is to use the
ICollideable::GetCollisionOrigin() and ICollideable::GetCollisionAngles()
for each client (ICollideable is available through the edict_t structure
using GetCollideable() function).

^- HELP -^

P.S. I *LOVE* the interface factory stuff!  It REALLY helps you figure out
exactly which functions are valid on different types of entities.  I think
that people who complained about how "messy" the Source SDK is, just isn't
used to the in

Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread Bruce \"Bahamut\" Andrews
http://www.hl2coding.com/wiki/ seems to be the go then, as the people
who are concerned about piracy or advocating stealing program source
code won't participate in a project that supports it...
- Bruce "Bahamut" Andrews

ChessMess wrote:
Well we all need to come to a concensus on one main one to use and
update, preferably hosted by someone who will be around for awhile,
*and will give someone here a backup of it every once in awhile so we
don't lose all the work in case something happens*.
On Sun, 05 Dec 2004 04:48:37 -0800, Michael Hobson
<[EMAIL PROTECTED]> wrote:

Covert:
At 04:21 AM 12/5/2004, you wrote:

already a HL2 wiki here
http://www.hl2world.com/wiki/index.php/Main_Page

Hl2World provides support to the stolen HL 2 codebase:
http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene
Don't promote that site on Valve's list FFS.
{OLD}Sneaky_Bastard!
email:  [EMAIL PROTECTED]
Michael A. Hobson
icq:#2186709
yahoo: warrior_mike2001
IRC:  Gamesurge channel #wavelength

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--
ChessMess
Stratactic Studios
http://www.StratacticStudios.com
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Re[2]: [hlcoders] Anyone had such a problem?

2004-12-05 Thread Vyacheslav Djura
Hello Jeff,

Monday, December 6, 2004, 1:16:27 AM, you wrote:
JKK> That's a video card memory issue. Looks like it's been overclocked (or
JKK> the memory is just bad)
And how that can be fixed? Sometimes Half-Life 2 loads, sometimes...

--
Best regards,
 Vyacheslavmailto:[EMAIL PROTECTED]


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Re: [hlcoders] Anyone had such a problem?

2004-12-05 Thread Jeff 'Kuja' Katz
That's a video card memory issue. Looks like it's been overclocked (or
the memory is just bad)
-Kuja
Vyacheslav Djura wrote:
Hello hlcoders,
  I know this isn't a place to ask some questions, but I think it's
  the fastest way to tell Source programmers about the problem and
  interesting if someone here experienced such problems.
  Look here (Alt+PrintScreen):
  http://www.hl2source.com/hoaxer/background01.jpg
  http://www.hl2source.com/hoaxer/hl2menu.JPG
  (F5):
  http://www.hl2source.com/hoaxer/d1_trainstation_02.jpg
  Game loads normallyvery seldom. In most cases main menu is normal,
  but when game loads or I try to enter options menu everything goes
  wrong - screen flickers, menu is in red colors, game slows down. If
  after that I launch any other OpenGL\Direct3d application it affects
  these games.
  What can be wrong?
  I have ASUS GeForceFX5200 and using nVIDIA drivers 6.1.7.7. I've
  tried older drivers but effect is the same. I haven't tried new
  drivers because they include changes only for GeForce6xxx series. I
  also tried HL2 in DX7 mode - effect is the same.
--
Best regards,
 Vyacheslav  mailto:[EMAIL PROTECTED]
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Re: [hlcoders] sourcesdk.gcf question

2004-12-05 Thread tei
Vyacheslav Djura wrote:
Hello Jay,
Monday, December 6, 2004, 12:12:59 AM, you wrote:
JS> Exactly.  They are compressed on the wire, but not on disk.
Ok, but you haven't answered my another question - will it work if
I'll download sourcesdk.gcf separately and place it into SteamApps
folder?
--
Best regards,
 Vyacheslavmailto:[EMAIL PROTECTED]

My brother has buy HL2, but Its not working, he as try with two dvds,
mine and his own Dvd. Not work (the installer ignore the "continue"
button before the active-x detection phase). He its somewhat sad now, so
I have tried to hack my way to force hl2 to work on his computer. The
game come has .cab files that can be extracted to SteamApp, so you can
move the .gcf files to the correct location, but Steam will ignore this
new files. I fear Steam will ignore your sourcesdk.gcf file if arent not
already "activated".  Expect the worst luck about your sourcesdk.gcf file :I
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Re: [hlcoders] Alive / Dead status?

2004-12-05 Thread Jeffrey \"botman\" Broome
Manip wrote:
Any way to get a player's alive/dead status?
--
Did you try IGameResources::IsAlive( int index )?
--
Jeffrey "botman" Broome
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[hlcoders] Anyone had such a problem?

2004-12-05 Thread Vyacheslav Djura
Hello hlcoders,

  I know this isn't a place to ask some questions, but I think it's
  the fastest way to tell Source programmers about the problem and
  interesting if someone here experienced such problems.

  Look here (Alt+PrintScreen):
  http://www.hl2source.com/hoaxer/background01.jpg
  http://www.hl2source.com/hoaxer/hl2menu.JPG

  (F5):
  http://www.hl2source.com/hoaxer/d1_trainstation_02.jpg

  Game loads normallyvery seldom. In most cases main menu is normal,
  but when game loads or I try to enter options menu everything goes
  wrong - screen flickers, menu is in red colors, game slows down. If
  after that I launch any other OpenGL\Direct3d application it affects
  these games.

  What can be wrong?

  I have ASUS GeForceFX5200 and using nVIDIA drivers 6.1.7.7. I've
  tried older drivers but effect is the same. I haven't tried new
  drivers because they include changes only for GeForce6xxx series. I
  also tried HL2 in DX7 mode - effect is the same.

--
Best regards,
 Vyacheslav  mailto:[EMAIL PROTECTED]


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[hlcoders] Anyone had such a problem?

2004-12-05 Thread Vyacheslav Djura
Hello hlcoders,

  I know this isn't a place to ask some questions, but I think it's
  the fastest way to tell Source programmers about the problem and
  interesting if someone here experienced such problems.

  Look here (Alt+PrintScreen):
  http://www.hl2source.com/hoaxer/background01.jpg
  http://www.hl2source.com/hoaxer/hl2menu.JPG

  (F5):
  http://www.hl2source.com/hoaxer/d1_trainstation_02.jpg

  Game loads in a normal way very seldom. In most cases main menu is normal,
  but when game loads or I try to enter options menu everything goes
  wrong - screen flickers, menu is in red colors, game slows down. If
  after that I launch any other OpenGL\Direct3d application it affects
  these games.

  What can be wrong?

  I have ASUS GeForceFX5200 and using nVIDIA drivers 6.1.7.7. I've
  tried older drivers but effect is the same. I haven't tried new
  drivers because they include changes only for GeForce6xxx series. I
  also tried HL2 in DX7 mode - effect is the same.

--
Best regards,
 Vyacheslav  mailto:[EMAIL PROTECTED]


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[hlcoders] Problems Loading serverplugin_empty.

2004-12-05 Thread Sebastian Dovenor
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I successfully compiled serverplugin_empty on my linux box however I am unable 
to load in on my dedicated server.  In an attempt to find out why I straced a 
simple program attempting to open serverplugin_empty_i486.so.

open("/home/majin/halflife2/bin/vstdlib_i486.so", O_RDONLY) = 3
open("/home/majin/halflife2/bin/tier0_i486.so", O_RDONLY) = 3
Both Successfull... But Then
open("/etc/ld.so.cache", O_RDONLY)  = 3
open("/lib/tls/i586/tier0_i486.so", O_RDONLY) = -1 ENOENT (No such file or 
directory)
open("/usr/lib/tier0_i486.so", O_RDONLY) = -1 ENOENT (No such file or directory)
ETC... Stopping it from loading
If I put tier0_i486.so in one of these directories it loads successfully but 
since my server company is unwilling to do that I need it to just user the one 
from /home/majin/halflife2/bin/.
--


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[hlcoders] Alive / Dead status?

2004-12-05 Thread Manip
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Any way to get a player's alive/dead status?
--





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Re: [hlcoders] sourcesdk.gcf question

2004-12-05 Thread Jeffrey \"botman\" Broome
Vyacheslav Djura wrote:
P.S. Why VALVe doesn't compress any .gcf files? :-/ This would save a
lot of time and money for users with low-bandwidth (dial-up). Respect
people who have bought license versions of your game in undeveloped
countries which do not have broadband in every house.
I believe they ARE compressed WHILE you are downloading them.  Once they
have been downloaded, they are uncompress to the hard disk for fast
access later when they need to be read.  No sense waiting for 10,000
textures to uncompress when you are trying to load the game since disk
space is SO cheap now adays.
--
Jeffrey "botman" Broome
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Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread Hasan Aljudy
their forums have been full of tutorials on hammer and stuff long
before the release of the SDK or even of the game.
just go thier and look at the dates of the posts .. the sticky ones.
(if they sticky it, they approve it ..)
for example:
http://www.hl2world.com/bbs/viewtopic.php?t=4108
Posted: Fri Jul 09, 2004
"In this thread you will only post tips too well versed veterans and
other little things you have found out about hammer  "


They also had a leak FAQ with instructions on hwo to get it working ..
they probably took it off now, but look here:
http://64.233.167.104/search?q=cache:l6beQ_ySGg0J:hl2world.com/postp.html+hl2world+betafaq&hl=en
a google cache of  http://hl2world.com/postp.html

now scroll down, there is a post by some one called Feedbag, his title
is "Owner & Operator", and he posts a link for the beta faq .. (it no
longer works ..)
http://hl2world.com/modules.php?name=BETAFAQ





On Sun, 05 Dec 2004 11:05:55 -0800, Michael Hobson
<[EMAIL PROTECTED]> wrote:
> Bob Aman:
>
>
>
> At 10:24 AM 12/5/2004, you wrote:
> > > (btw, plz don't tell me there is already hl2world, as they support the
> > > stolen build and I wouldn't consider them a good part of the
> > > community, their contribution is negative)
> >
> >I didn't look very hard, but I didn't see any evidence to back that
> >accusation up.  Care to expoud?
> >--
> >Bob Aman
> >http://www.rapidcanvas.com
>
>
> I linked directly to just *one* piece of that evidence, which I will link
> to again here:
>
> http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene
>
> Full scale How-To article for using faceposer, which has *not been issued
> by Valve* and
> the only way to possess it at present, AFAIK, is to have the stolen
> Half-Life 2 codebase.
>
>
>
>
> {OLD}Sneaky_Bastard!
> email:  [EMAIL PROTECTED]
> Michael A. Hobson
> icq:#2186709
> yahoo: warrior_mike2001
> IRC:  Gamesurge channel #wavelength
>
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[hlcoders] sourcesdk.gcf question

2004-12-05 Thread Vyacheslav Djura
Hello! I have a slow connection and my friend download Source SDK and
packed sourcesdk.gcf and uploaded to my ftp. The quesiton is: if I'll
download packed .gcf and will extract it into SteamApps folder will
Steam automatically recognize it? Or I need to click Source SDK and it
will be automatically installed without any downloads? Please reply, I
can't downlaod 50mb for nothing.

P.S. Why VALVe doesn't compress any .gcf files? :-/ This would save a
lot of time and money for users with low-bandwidth (dial-up). Respect
people who have bought license versions of your game in undeveloped
countries which do not have broadband in every house.


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Re: [hlcoders] entity limit?

2004-12-05 Thread tei
Yahn Bernier wrote:
The engine currently has this entity limit:
// How many bits to use to encode an edict.
#define MAX_EDICT_BITS  11
// # of bits needed to represent max edicts
// Max # of edicts in a level (1024)
#define MAX_EDICTS
(1<
The index is networked as an unsigned, so the max # of entities is 2048
for networking
Yahn

Thanks Yahn
I am *impressed* by the sdk size. I am actually printing ai_basenpc.cpp,
180 pages *cough*
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[hlcoders] Usermessages serverplugin & counterstrike source

2004-12-05 Thread Ronny Schedel
Environment for the following is:
linux serverplugin, counterstrike source
1. IServerGameDLL::GetUserMessageInfo
--
I got this interface from the gameServerFactory.
I want to retrieve all registered user messages.
What I do is, I made a endless loop and retrieve
the messages from IServerGameDLL::GetUserMessageInfo.
But at index 25, the whole server crashes with:
CUserMessages::GetUserMessageSize( 25 ) out of range!!!
This shouldnt happens, because the sdk code checks
invalid indeces and set the function to false, so
I could stop the loop. Why does it crash?
2. HudMsg
-
I cant get HudMessage to work, nothings shows up.
I can easly show HintMessages or fade the screen,
but I cant show HudMessages. Anyone got this work
under my environment?
Greets
Ronny
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Re: [hlcoders] MS VS C++ 6.0 source compile info

2004-12-05 Thread John Carr
*this is for anyone who wonders why VC++6 seems to lock up when they
compile the SDK*

my project files *seem* to work now. I knocked the SDK back to Warning
Level 3, enabled incremental linking and the minimum rebuild option.
then i forced a full rebuild. i *think* its working now? just need to
test the binaries its producing. (to be honest i dont know if this has
helped at all, or which of the 3 options is actually disabling the
checks).

john


On Sat, 4 Dec 2004 14:21:19 +1000, Draco <[EMAIL PROTECTED]> wrote:
> I have only one error on the client side code to go(i am using the bare
> bones code)
>
> // This links our server-side call to a client-side function
> DECLARE_CLIENT_EFFECT( "Sparkle", SparkleCallback );
>
> that line gives the error
>
> Compiling...
> c_sdk_env_sparkler.cpp
> C:\PD\src\cl_dll\sdk\c_sdk_env_sparkler.cpp(195) : fatal error C1010:
> unexpected end of file while looking for precompiled header directive
> Error executing cl.exe.
>
> how should this be fixed?
>
>
>
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RE: [hlcoders] entity limit?

2004-12-05 Thread Yahn Bernier
The engine currently has this entity limit:

// How many bits to use to encode an edict.
#define MAX_EDICT_BITS  11
// # of bits needed to represent max edicts
// Max # of edicts in a level (1024)
#define MAX_EDICTS
(1

RE: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin

2004-12-05 Thread Jay Stelly
Entity index 0 is the world entity.

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Ronny Schedel
> Sent: Sunday, December 05, 2004 10:14 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int
> iEntIndex) issue in Plugin
>
> As far as i know, entityindex 0 is the server, normal players
> start at 1. GetUserID is the unique userid. When a new player
> connects, this userid will be incremented.


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Re: [hlcoders] compiling, plz help pt2

2004-12-05 Thread John Carr
you need to be using Service Pack 5 and the Processor Pack (see the
site again). Without them you get the error messages you described. My
copy is working now, but the build start is incredibly slow due to
some kind of dependency checks


On Sun, 5 Dec 2004 10:03:29 -0800 (PST), Carmen Bartoli
<[EMAIL PROTECTED]> wrote:
> i visited that site and downloaded his project files,
> but i still get these annoying errors when compiling,
> and they dont even pop up as errors. only one of them
> are counted: Could not find the file, xyz.h (there are
> lots)
>
> and i think this is the error that was counted in the
> compiling: fatal error C1600: unsupported data type.
>
> and i dont even know where this error is pointing to!
>
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Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread Michael Hobson
Bob Aman:
At 10:24 AM 12/5/2004, you wrote:
> (btw, plz don't tell me there is already hl2world, as they support the
> stolen build and I wouldn't consider them a good part of the
> community, their contribution is negative)
I didn't look very hard, but I didn't see any evidence to back that
accusation up.  Care to expoud?
--
Bob Aman
http://www.rapidcanvas.com

I linked directly to just *one* piece of that evidence, which I will link
to again here:
http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene
Full scale How-To article for using faceposer, which has *not been issued
by Valve* and
the only way to possess it at present, AFAIK, is to have the stolen
Half-Life 2 codebase.
{OLD}Sneaky_Bastard!
email:  [EMAIL PROTECTED]
Michael A. Hobson
icq:#2186709
yahoo: warrior_mike2001
IRC:  Gamesurge channel #wavelength
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Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread ChessMess
Well we all need to come to a concensus on one main one to use and
update, preferably hosted by someone who will be around for awhile,
*and will give someone here a backup of it every once in awhile so we
don't lose all the work in case something happens*.


On Sun, 05 Dec 2004 04:48:37 -0800, Michael Hobson
<[EMAIL PROTECTED]> wrote:
> Covert:
>
>
> At 04:21 AM 12/5/2004, you wrote:
> >already a HL2 wiki here
> >
> >http://www.hl2world.com/wiki/index.php/Main_Page
>
>
> Hl2World provides support to the stolen HL 2 codebase:
>
> http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene
>
> Don't promote that site on Valve's list FFS.
>
> {OLD}Sneaky_Bastard!
> email:  [EMAIL PROTECTED]
> Michael A. Hobson
> icq:#2186709
> yahoo: warrior_mike2001
> IRC:  Gamesurge channel #wavelength
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
ChessMess
Stratactic Studios
http://www.StratacticStudios.com

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Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread Bob Aman
> (btw, plz don't tell me there is already hl2world, as they support the
> stolen build and I wouldn't consider them a good part of the
> community, their contribution is negative)

I didn't look very hard, but I didn't see any evidence to back that
accusation up.  Care to expoud?
--
Bob Aman
http://www.rapidcanvas.com

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[hlcoders] Serverplugin linux makefile?

2004-12-05 Thread Oskar Lindgren
Hi,
I am trying to compile the serverplugin sample under linux, but the
makefile seems to be missning(And no, it isnt Makefile.plugin in
./linux_sdk/)?
/ Oskar Lindgren
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Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin

2004-12-05 Thread Ronny Schedel
As far as i know, entityindex 0 is the server, normal players start
at 1. GetUserID is the unique userid. When a new player connects,
this userid will be incremented.
Greets
Ronny

The line "if (!playerInfo) ..." is just my short hand for saying "I'm
doing error checking here, so don't worry playerInfo is non-null past
here".  I should have made that more clear.
The problem was that I was using the wrong entityindex (0) as Ronny
pointed out.
I must admin I don't quite see how it works:
My entityindex is 1
playerInfo->GetUserID() return 2
What is in entityindex 0? as engine->PEntityOfEntIndex(0) returns
non-null but dies in pain when you try and do stuff with it.
Trimbo
On Sun, 5 Dec 2004 12:20:03 -0500, Josh <[EMAIL PROTECTED]> wrote:
You need to do
if ( playerinfo ){
Msg("SteamId: %s\n", playerInfo->GetNetworkIDString());
}
Not if !playerinfo

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Sunday, December 05, 2004 7:34 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex)
issue in Plugin
I cant see any errors, maybe a wrong playerIndex?
Must be greater than 0.
Greets
Ronny
> Is anyone able to help with this?
>
>
> On Sun, 5 Dec 2004 00:47:59 +, Tristan Fairbairn
> <[EMAIL PROTECTED]> wrote:
>> Hi list,
>>
>> I'm messing about with a plugin and i'm getting a crash when trying to
>> access an edict_t* returned by PEntityOfEntIndex(int iEntIndex)
>>
>> I'm basically trying to find out info about entities based on the
>> client index (eventually i'd like to do it based on name and/or steam
>> id).
>>
>> Code goes a little like this:
>>
>> edict_t *entity = engine->PEntityOfEntIndex(playerIndex);
>> if (!entity) ...
>>
>> IPlayerInfo *playerInfo = playerinfomanager->GetPlayerInfo(entity);
>> if (!playerInfo) ...
>>
>> // This line causes a crash
>> Msg("SteamId: %s\n", playerInfo->GetNetworkIDString());
>>
>> I'm almost certainly doing something wrong, or perhaps my approach is
>> totally wrong for what i'm trying to achive.  So any thoughts?
>>
>> ta,
>>
>> Trimbo
>>
>
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> please visit:
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[hlcoders] compiling, plz help pt2

2004-12-05 Thread Carmen Bartoli
i visited that site and downloaded his project files,
but i still get these annoying errors when compiling,
and they dont even pop up as errors. only one of them
are counted: Could not find the file, xyz.h (there are
lots)

and i think this is the error that was counted in the
compiling: fatal error C1600: unsupported data type.

and i dont even know where this error is pointing to!


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Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin

2004-12-05 Thread Tristan Fairbairn
The line "if (!playerInfo) ..." is just my short hand for saying "I'm
doing error checking here, so don't worry playerInfo is non-null past
here".  I should have made that more clear.

The problem was that I was using the wrong entityindex (0) as Ronny pointed out.

I must admin I don't quite see how it works:
My entityindex is 1
playerInfo->GetUserID() return 2

What is in entityindex 0? as engine->PEntityOfEntIndex(0) returns
non-null but dies in pain when you try and do stuff with it.


Trimbo

On Sun, 5 Dec 2004 12:20:03 -0500, Josh <[EMAIL PROTECTED]> wrote:
> You need to do
>
> if ( playerinfo ){
> Msg("SteamId: %s\n", playerInfo->GetNetworkIDString());
> }
>
> Not if !playerinfo
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
> Sent: Sunday, December 05, 2004 7:34 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex)
> issue in Plugin
>
> I cant see any errors, maybe a wrong playerIndex?
> Must be greater than 0.
>
> Greets
> Ronny
>
> > Is anyone able to help with this?
> >
> >
> > On Sun, 5 Dec 2004 00:47:59 +, Tristan Fairbairn
> > <[EMAIL PROTECTED]> wrote:
> >> Hi list,
> >>
> >> I'm messing about with a plugin and i'm getting a crash when trying to
> >> access an edict_t* returned by PEntityOfEntIndex(int iEntIndex)
> >>
> >> I'm basically trying to find out info about entities based on the
> >> client index (eventually i'd like to do it based on name and/or steam
> >> id).
> >>
> >> Code goes a little like this:
> >>
> >> edict_t *entity = engine->PEntityOfEntIndex(playerIndex);
> >> if (!entity) ...
> >>
> >> IPlayerInfo *playerInfo = playerinfomanager->GetPlayerInfo(entity);
> >> if (!playerInfo) ...
> >>
> >> // This line causes a crash
> >> Msg("SteamId: %s\n", playerInfo->GetNetworkIDString());
> >>
> >> I'm almost certainly doing something wrong, or perhaps my approach is
> >> totally wrong for what i'm trying to achive.  So any thoughts?
> >>
> >> ta,
> >>
> >> Trimbo
> >>
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
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RE: [hlcoders] Gmail & Mailing Lists

2004-12-05 Thread ironchef
Limb wrote:
> How do you set it up to go by conversation in outlook?

This is in Outlook 2k3:

View -> Arrange By -> Custom -> Group By -> Conversation (Ascending)

Also do:

View -> Arrange By -> Custom -> Order By -> Received (Descending)

Now you have a date-ordered and conversation-grouped mailing list. Setup
a rule to stuff all the messages with "hlcoders" in the subject in its
own folder (and stop processing other rules afterward) and you're all
set. This functionality has been in Outlook for as long as I can
remember, and is present in nearly every other email client worth its
salt (most do it much better than Outlook ever has).

For those of you using Gmail, please, for the love of Ford, stop hiding
quoted material and trim that crap from your replies.

--
ironchef
http://www.dexworld.org/



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Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin

2004-12-05 Thread Ronny Schedel
if (!playerInfo) ...
is a usual NULL-pointer check and has nothing
to do with the rest of the code.
Greets
Ronny

You need to do
if ( playerinfo ){
Msg("SteamId: %s\n", playerInfo->GetNetworkIDString());
}
Not if !playerinfo
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Sunday, December 05, 2004 7:34 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex)
issue in Plugin
I cant see any errors, maybe a wrong playerIndex?
Must be greater than 0.
Greets
Ronny

Is anyone able to help with this?
On Sun, 5 Dec 2004 00:47:59 +, Tristan Fairbairn
<[EMAIL PROTECTED]> wrote:
Hi list,
I'm messing about with a plugin and i'm getting a crash when trying to
access an edict_t* returned by PEntityOfEntIndex(int iEntIndex)
I'm basically trying to find out info about entities based on the
client index (eventually i'd like to do it based on name and/or steam
id).
Code goes a little like this:
edict_t *entity = engine->PEntityOfEntIndex(playerIndex);
if (!entity) ...
IPlayerInfo *playerInfo = playerinfomanager->GetPlayerInfo(entity);
if (!playerInfo) ...
// This line causes a crash
Msg("SteamId: %s\n", playerInfo->GetNetworkIDString());
I'm almost certainly doing something wrong, or perhaps my approach is
totally wrong for what i'm trying to achive.  So any thoughts?
ta,
Trimbo
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RE: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin

2004-12-05 Thread Josh
You need to do

if ( playerinfo ){
Msg("SteamId: %s\n", playerInfo->GetNetworkIDString());
}

Not if !playerinfo

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Sunday, December 05, 2004 7:34 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex)
issue in Plugin

I cant see any errors, maybe a wrong playerIndex?
Must be greater than 0.

Greets
Ronny


> Is anyone able to help with this?
>
>
> On Sun, 5 Dec 2004 00:47:59 +, Tristan Fairbairn
> <[EMAIL PROTECTED]> wrote:
>> Hi list,
>>
>> I'm messing about with a plugin and i'm getting a crash when trying to
>> access an edict_t* returned by PEntityOfEntIndex(int iEntIndex)
>>
>> I'm basically trying to find out info about entities based on the
>> client index (eventually i'd like to do it based on name and/or steam
>> id).
>>
>> Code goes a little like this:
>>
>> edict_t *entity = engine->PEntityOfEntIndex(playerIndex);
>> if (!entity) ...
>>
>> IPlayerInfo *playerInfo = playerinfomanager->GetPlayerInfo(entity);
>> if (!playerInfo) ...
>>
>> // This line causes a crash
>> Msg("SteamId: %s\n", playerInfo->GetNetworkIDString());
>>
>> I'm almost certainly doing something wrong, or perhaps my approach is
>> totally wrong for what i'm trying to achive.  So any thoughts?
>>
>> ta,
>>
>> Trimbo
>>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>


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Re: [hlcoders] Gmail & Mailing Lists

2004-12-05 Thread ZoMtEc
But GMail rocks ur Outlook-Rules ;)

I used Outlook like you did but gmail is much better i think!



On Sun, 5 Dec 2004 11:02:11 -0500, K. Mike Bradley <[EMAIL PROTECTED]> wrote:
> I use Outlook and have rules to send each of 12 lists I belong to into
> specific folders.
> I can't believe there are people who still have just one inbox for all their
> email.
>
> I get 600 each day.
>
> My junk mail is in the junk folder,
> Each list is in it's folder and yes I display by conversation for lists.
> And I display by subject for junk mail (this is a little know secret it is
> easier to see 10 emails with the same subject but form different bogus email
> addresses. I can delete 10 or so at a time.
>
> SO much easier.
>
> I hear people complain about emails in this list and I hope they are not
> just getting all their email in just their inbox.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of John Carr
> Sent: Saturday, December 04, 2004 2:40 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Gmail & Mailing Lists
>
> i have to agree with you. i have 26 unread "conversations" right now - so
> much easier to handle that number of emails than if id still had to trawl
> through outlook, mail by mail.
>
> john
>
> On Sat, 4 Dec 2004 14:31:51 -0500, ChessMess <[EMAIL PROTECTED]>
> wrote:
> > I have to admit that I've enjoyed the ease and use of gmail and the
> > grouped conversations. But it wasn't until I used it to sign up to a
> > mailing list (this list) that the power and convienence of grouped
> > conversations makes dealing with list emails a million times easier!
> >
> > I have to say if your not using a gmail account for this list (or any
> > other) then your missing something great.
> >
> > For those who are using Outlook 2003, you can set the view of your
> > emails to group by conversation, which does what gmail does (although
> > gmail is smarter and easier... whereas Outlook requires you to click
> > the [+] or [-] to manually show associated emails).
> >
> > Just wanted to throw that out since I see several people still using
> > Hotmail or other email clients.
> >
> > ..and now back to your regularly scheduled code. :)
> >
> > --
> > ChessMess
> > Stratactic Studios
> > http://www.StratacticStudios.com
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
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> please visit:
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SV: [hlcoders] Re: WinMM.lib

2004-12-05 Thread Jakob W. Nielsen
Sounds like you haven't set your library path up correctly.
Try poking around in the project properties until you find it, and point
it to (probabaly) both the lib folder in the sdk and the default c++ lib
folder (depending on your IDE)

/Jakob Nielsen

-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] På vegne af  Childe
Roland
Sendt: 3. december 2004 17:25
Til: [EMAIL PROTECTED]
Emne: [hlcoders] Re: WinMM.lib

Actually, first I just pointed the project to PlatformSDK/Lib to get
the file.  It did the same thing.


On Fri, 3 Dec 2004 10:24:11 -0600,  Childe Roland
<[EMAIL PROTECTED]> wrote:
> I finally got my code to compile, but then when it goes to Linking it
says:
> 
> LINK : fatal error LNK1104: cannot open file 'winmm.lib'
> 
>
> So, I found winmm.lib, and threw it in the SDK Lib/Public folder.  Now
> it gives me this same error (diff. files) about 2200 times.
> 
> c_te_spritespray.obj : error LNK2001: unresolved external symbol
_atexit
> c_te_worlddecal.obj : error LNK2001: unresolved external symbol
_atexit
> c_te_playerdecal.obj : error LNK2001: unresolved external symbol
_atexit
> 
>
> Anybody know whats going on?
>
>
> --
> 
>  Childe Roland
> "I will show you fear in a handful of jelly beans."
>


--

 Childe Roland
"I will show you fear in a handful of jelly beans."

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Re: [hlcoders] Gmail & Mailing Lists

2004-12-05 Thread ZoMtEc
Order by.. Conversation!


On Sun, 05 Dec 2004 11:13:05 -0500, Limb <[EMAIL PROTECTED]> wrote:
>
> How do you set it up to go by conversation in outlook?
>
> -Limb
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of K. Mike Bradley
> Sent: Sunday, December 05, 2004 11:02 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Gmail & Mailing Lists
>
> I use Outlook and have rules to send each of 12 lists I belong to into
> specific folders.
> I can't believe there are people who still have just one inbox for all their
> email.
>
> I get 600 each day.
>
> My junk mail is in the junk folder,
> Each list is in it's folder and yes I display by conversation for lists.
> And I display by subject for junk mail (this is a little know secret it is
> easier to see 10 emails with the same subject but form different bogus email
> addresses. I can delete 10 or so at a time.
>
> SO much easier.
>
> I hear people complain about emails in this list and I hope they are not
> just getting all their email in just their inbox.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of John Carr
> Sent: Saturday, December 04, 2004 2:40 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Gmail & Mailing Lists
>
> i have to agree with you. i have 26 unread "conversations" right now - so
> much easier to handle that number of emails than if id still had to trawl
> through outlook, mail by mail.
>
> john
>
> On Sat, 4 Dec 2004 14:31:51 -0500, ChessMess <[EMAIL PROTECTED]>
> wrote:
> > I have to admit that I've enjoyed the ease and use of gmail and the
> > grouped conversations. But it wasn't until I used it to sign up to a
> > mailing list (this list) that the power and convienence of grouped
> > conversations makes dealing with list emails a million times easier!
> >
> > I have to say if your not using a gmail account for this list (or any
> > other) then your missing something great.
> >
> > For those who are using Outlook 2003, you can set the view of your
> > emails to group by conversation, which does what gmail does (although
> > gmail is smarter and easier... whereas Outlook requires you to click
> > the [+] or [-] to manually show associated emails).
> >
> > Just wanted to throw that out since I see several people still using
> > Hotmail or other email clients.
> >
> > ..and now back to your regularly scheduled code. :)
> >
> > --
> > ChessMess
> > Stratactic Studios
> > http://www.StratacticStudios.com
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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RE: [hlcoders] Gmail & Mailing Lists

2004-12-05 Thread Limb

How do you set it up to go by conversation in outlook?

-Limb
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of K. Mike Bradley
Sent: Sunday, December 05, 2004 11:02 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Gmail & Mailing Lists

I use Outlook and have rules to send each of 12 lists I belong to into
specific folders.
I can't believe there are people who still have just one inbox for all their
email.

I get 600 each day.

My junk mail is in the junk folder,
Each list is in it's folder and yes I display by conversation for lists.
And I display by subject for junk mail (this is a little know secret it is
easier to see 10 emails with the same subject but form different bogus email
addresses. I can delete 10 or so at a time.


SO much easier.

I hear people complain about emails in this list and I hope they are not
just getting all their email in just their inbox.





-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John Carr
Sent: Saturday, December 04, 2004 2:40 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Gmail & Mailing Lists

i have to agree with you. i have 26 unread "conversations" right now - so
much easier to handle that number of emails than if id still had to trawl
through outlook, mail by mail.

john


On Sat, 4 Dec 2004 14:31:51 -0500, ChessMess <[EMAIL PROTECTED]>
wrote:
> I have to admit that I've enjoyed the ease and use of gmail and the
> grouped conversations. But it wasn't until I used it to sign up to a
> mailing list (this list) that the power and convienence of grouped
> conversations makes dealing with list emails a million times easier!
>
> I have to say if your not using a gmail account for this list (or any
> other) then your missing something great.
>
> For those who are using Outlook 2003, you can set the view of your
> emails to group by conversation, which does what gmail does (although
> gmail is smarter and easier... whereas Outlook requires you to click
> the [+] or [-] to manually show associated emails).
>
> Just wanted to throw that out since I see several people still using
> Hotmail or other email clients.
>
> ..and now back to your regularly scheduled code. :)
>
> --
> ChessMess
> Stratactic Studios
> http://www.StratacticStudios.com
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread Bruce \"Bahamut\" Andrews
And that makes it alright because?
- Bruce "Bahamut" Andrews

Ben Newell wrote:
http://www.hl2world.com/bbs/profile.php?mode=viewprofile&u=2217
On Sun, 05 Dec 2004 04:48:37 -0800, Michael Hobson
<[EMAIL PROTECTED]> wrote:

Covert:
At 04:21 AM 12/5/2004, you wrote:

already a HL2 wiki here
http://www.hl2world.com/wiki/index.php/Main_Page

Hl2World provides support to the stolen HL 2 codebase:
http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene
Don't promote that site on Valve's list FFS.
{OLD}Sneaky_Bastard!
email:  [EMAIL PROTECTED]
Michael A. Hobson
icq:#2186709
yahoo: warrior_mike2001
IRC:  Gamesurge channel #wavelength

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RE: [hlcoders] Gmail & Mailing Lists

2004-12-05 Thread K. Mike Bradley
I use Outlook and have rules to send each of 12 lists I belong to into
specific folders.
I can't believe there are people who still have just one inbox for all their
email.

I get 600 each day.

My junk mail is in the junk folder,
Each list is in it's folder and yes I display by conversation for lists.
And I display by subject for junk mail (this is a little know secret it is
easier to see 10 emails with the same subject but form different bogus email
addresses. I can delete 10 or so at a time.


SO much easier.

I hear people complain about emails in this list and I hope they are not
just getting all their email in just their inbox.





-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John Carr
Sent: Saturday, December 04, 2004 2:40 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Gmail & Mailing Lists

i have to agree with you. i have 26 unread "conversations" right now - so
much easier to handle that number of emails than if id still had to trawl
through outlook, mail by mail.

john


On Sat, 4 Dec 2004 14:31:51 -0500, ChessMess <[EMAIL PROTECTED]>
wrote:
> I have to admit that I've enjoyed the ease and use of gmail and the
> grouped conversations. But it wasn't until I used it to sign up to a
> mailing list (this list) that the power and convienence of grouped
> conversations makes dealing with list emails a million times easier!
>
> I have to say if your not using a gmail account for this list (or any
> other) then your missing something great.
>
> For those who are using Outlook 2003, you can set the view of your
> emails to group by conversation, which does what gmail does (although
> gmail is smarter and easier... whereas Outlook requires you to click
> the [+] or [-] to manually show associated emails).
>
> Just wanted to throw that out since I see several people still using
> Hotmail or other email clients.
>
> ..and now back to your regularly scheduled code. :)
>
> --
> ChessMess
> Stratactic Studios
> http://www.StratacticStudios.com
>
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Re: [hlcoders] setting up debugger for hl2 (can someone make a simple tutorial?)

2004-12-05 Thread covert
Running in debug mode. Enjoy.
http://www.hl2world.com/wiki/index.php/Debug_mode

On Sun, 05 Dec 2004 23:05:12 +1000, Martin Slater wrote:
>
> When it has started up, goto Debug->Processes and select hl2.exe,
> you
> should be able to debug then.
> There is also an option  properties->debugging->attach that should
> make
> it attach at startup but using this seems to cause it to hang.
>
> martin
>
> Kyle Keating wrote:
>
>> Anyway, none of my break points hit, so im assuming its not
>> debugging
>> my dll, lol.
>>
>> here is what i have so far in .NET
>>
>> [hl proporties menu]
>>
>> Command: "c:\steam\steam.exe"
>>
>> Arguments:  -applaunch 220 -dev -game "D:\Half-Life-Revised\mymod"
>> -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 -sw 800 +map dm_overwatch
>>
>> Working Dir: "c:\steam\"
>>
>>
>> how here is where im confused. I dont have to have my mod inside
>> the
>> steam dir? I think that gets taken care of with the -game
>> parameter.
>> Where does that silly steamapp.cfg file fit it? Do I even need it?
>> -applaunch 220 seems to take care of that. The game loads, but
>> none of
>> my break points are stoping execution, thus the debugger ain't
>> workin!
>> I know my dll's are working because the changes I made are
>> showing up
>> - they just dont work right, so I need to debug them (duh!)
>>
>> Is there not a tutorial I can follow to set up hl2 project?
>>
>> ___
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>> archives, please visit:
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>
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Re: [hlcoders] setting up debugger for hl2 (can someone make a simple tutorial?)

2004-12-05 Thread Teddy
http://www.hl2world.com/wiki/index.php/Debug_mode


On Sun, 05 Dec 2004 23:05:12 +1000, Martin Slater <[EMAIL PROTECTED]> wrote:
>
> When it has started up, goto Debug->Processes and select hl2.exe, you
> should be able to debug then.
> There is also an option  properties->debugging->attach that should make
> it attach at startup but using this seems to cause it to hang.
>
> martin
>
>
>
> Kyle Keating wrote:
>
> >Anyway, none of my break points hit, so im assuming its not debugging
> >my dll, lol.
> >
> >here is what i have so far in .NET
> >
> >[hl proporties menu]
> >
> >Command: "c:\steam\steam.exe"
> >
> >Arguments:  -applaunch 220 -dev -game "D:\Half-Life-Revised\mymod"
> >-allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 -sw 800 +map dm_overwatch
> >
> >Working Dir: "c:\steam\"
> >
> >
> >
> >how here is where im confused. I dont have to have my mod inside the
> >steam dir? I think that gets taken care of with the -game parameter.
> >Where does that silly steamapp.cfg file fit it? Do I even need it?
> >-applaunch 220 seems to take care of that. The game loads, but none of
> >my break points are stoping execution, thus the debugger ain't workin!
> > I know my dll's are working because the changes I made are showing up
> >- they just dont work right, so I need to debug them (duh!)
> >
> >Is there not a tutorial I can follow to set up hl2 project?
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list archives, 
> >please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> >
>
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Re: [hlcoders] setting up debugger for hl2 (can someone make a simple tutorial?)

2004-12-05 Thread Hasan Aljudy
It has been answered :)

quote:
-
Taylor Sherman  <[EMAIL PROTECTED]> to hlcoders

Debugging Source games should work the same way

- copy steam.dll to the app directory
- put steamapp.cfg file down in the app dir w/ the proper parameters
- run "hl2.exe -steam -game " directly

The SteamAppId parameters are 220 for HL2, 240 for CS:S, and 280 for
HL:S.

Taylor
---


> >Anyway, none of my break points hit, so im assuming its not debugging
> >my dll, lol.
> >
> >here is what i have so far in .NET
> >
> >[hl proporties menu]
> >
> >Command: "c:\steam\steam.exe"
> >
> >Arguments:  -applaunch 220 -dev -game "D:\Half-Life-Revised\mymod"
> >-allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 -sw 800 +map dm_overwatch
> >
> >Working Dir: "c:\steam\"
> >
> >
> >
> >how here is where im confused. I dont have to have my mod inside the
> >steam dir? I think that gets taken care of with the -game parameter.
> >Where does that silly steamapp.cfg file fit it? Do I even need it?
> >-applaunch 220 seems to take care of that. The game loads, but none of
> >my break points are stoping execution, thus the debugger ain't workin!
> > I know my dll's are working because the changes I made are showing up
> >- they just dont work right, so I need to debug them (duh!)
> >
> >Is there not a tutorial I can follow to set up hl2 project?
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list archives, 
> >please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> >
>
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Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread Ben Newell
http://www.hl2world.com/bbs/profile.php?mode=viewprofile&u=2217


On Sun, 05 Dec 2004 04:48:37 -0800, Michael Hobson
<[EMAIL PROTECTED]> wrote:
> Covert:
>
>
> At 04:21 AM 12/5/2004, you wrote:
> >already a HL2 wiki here
> >
> >http://www.hl2world.com/wiki/index.php/Main_Page
>
>
> Hl2World provides support to the stolen HL 2 codebase:
>
> http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene
>
> Don't promote that site on Valve's list FFS.
>
> {OLD}Sneaky_Bastard!
> email:  [EMAIL PROTECTED]
> Michael A. Hobson
> icq:#2186709
> yahoo: warrior_mike2001
> IRC:  Gamesurge channel #wavelength
>
>
>
>
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>


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Re: [hlcoders] setting up debugger for hl2 (can someone make a simple tutorial?)

2004-12-05 Thread Martin Slater
When it has started up, goto Debug->Processes and select hl2.exe, you
should be able to debug then.
There is also an option  properties->debugging->attach that should make
it attach at startup but using this seems to cause it to hang.
martin
Kyle Keating wrote:
Anyway, none of my break points hit, so im assuming its not debugging
my dll, lol.
here is what i have so far in .NET
[hl proporties menu]
Command: "c:\steam\steam.exe"
Arguments:  -applaunch 220 -dev -game "D:\Half-Life-Revised\mymod"
-allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 -sw 800 +map dm_overwatch
Working Dir: "c:\steam\"

how here is where im confused. I dont have to have my mod inside the
steam dir? I think that gets taken care of with the -game parameter.
Where does that silly steamapp.cfg file fit it? Do I even need it?
-applaunch 220 seems to take care of that. The game loads, but none of
my break points are stoping execution, thus the debugger ain't workin!
I know my dll's are working because the changes I made are showing up
- they just dont work right, so I need to debug them (duh!)
Is there not a tutorial I can follow to set up hl2 project?
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Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread Michael Hobson
Covert:
At 04:21 AM 12/5/2004, you wrote:
already a HL2 wiki here
http://www.hl2world.com/wiki/index.php/Main_Page

Hl2World provides support to the stolen HL 2 codebase:
http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene
Don't promote that site on Valve's list FFS.

{OLD}Sneaky_Bastard!
email:  [EMAIL PROTECTED]
Michael A. Hobson
icq:#2186709
yahoo: warrior_mike2001
IRC:  Gamesurge channel #wavelength
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[hlcoders] linux plugin catching weird events

2004-12-05 Thread john smith
All the events in my linux plugin come out weird.
Here's a screenshot.
http://up1.fastuploads.com/events.jpg

The code to catch the events is the default code in serverplugin_empty.

Server was running on Fedora Core 1.

any solution to this?

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Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin

2004-12-05 Thread Ronny Schedel
I cant see any errors, maybe a wrong playerIndex?
Must be greater than 0.
Greets
Ronny

Is anyone able to help with this?
On Sun, 5 Dec 2004 00:47:59 +, Tristan Fairbairn
<[EMAIL PROTECTED]> wrote:
Hi list,
I'm messing about with a plugin and i'm getting a crash when trying to
access an edict_t* returned by PEntityOfEntIndex(int iEntIndex)
I'm basically trying to find out info about entities based on the
client index (eventually i'd like to do it based on name and/or steam
id).
Code goes a little like this:
edict_t *entity = engine->PEntityOfEntIndex(playerIndex);
if (!entity) ...
IPlayerInfo *playerInfo = playerinfomanager->GetPlayerInfo(entity);
if (!playerInfo) ...
// This line causes a crash
Msg("SteamId: %s\n", playerInfo->GetNetworkIDString());
I'm almost certainly doing something wrong, or perhaps my approach is
totally wrong for what i'm trying to achive.  So any thoughts?
ta,
Trimbo
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[hlcoders] setting up debugger for hl2 (can someone make a simple tutorial?)

2004-12-05 Thread Kyle Keating
Anyway, none of my break points hit, so im assuming its not debugging
my dll, lol.

here is what i have so far in .NET

[hl proporties menu]

Command: "c:\steam\steam.exe"

Arguments:  -applaunch 220 -dev -game "D:\Half-Life-Revised\mymod"
-allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 -sw 800 +map dm_overwatch

Working Dir: "c:\steam\"



how here is where im confused. I dont have to have my mod inside the
steam dir? I think that gets taken care of with the -game parameter.
Where does that silly steamapp.cfg file fit it? Do I even need it?
-applaunch 220 seems to take care of that. The game loads, but none of
my break points are stoping execution, thus the debugger ain't workin!
 I know my dll's are working because the changes I made are showing up
- they just dont work right, so I need to debug them (duh!)

Is there not a tutorial I can follow to set up hl2 project?

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[hlcoders] vgui_controls

2004-12-05 Thread Hasan Aljudy
there are a bunch of .cpp files in src\vgui2\controls but they are not
included in the project, instead there is a vgui_controls.lib,
although the .h files are in the project.

I tried adding the files to the project but I got 51 errors and I
immediatly removed them from the project :P

did these cpp files get included by mistake or are they going to be
incorperated in the project files in the near future?

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Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread covert
already a HL2 wiki here

http://www.hl2world.com/wiki/index.php/Main_Page

On Sun, 5 Dec 2004 12:00:39 +, Tristan Fairbairn wrote:
> I did a forum post there on some "c++ gotchas" for new c++
> programmers
> and they kindly put it in the wiki!
>
>
> On Sun, 5 Dec 2004 03:03:47 -0700, Hasan Aljudy
> <[EMAIL PROTECTED]> wrote:
>> works fine for me ..
>> I don't own that site or anything, I'm just a visitor, but I
>> posted it
>> here because I haven't seen any other wiki around.
>>
>>
>> On Sun, 05 Dec 2004 10:54:51 +0100, tei <[EMAIL PROTECTED]>
>> wrote:
>>>
>>> not work
>>>
>>> Fatal error: Call to a member function on a non-object in
>>> /var/www/hl2coding/wiki/lib/Template.php(131) : eval()'d code
>>> on line 70
>>>
>>> as for wikis, I feel has already exist a few ones, I suggest to
>>> especialize, so maybe you can design your wiki to support
>>> mappers, or
>>> moddelers, or vgui2 designers, whatever.. and other wikis
>>> target other
>>> use. Also can be a good idea to linke each another
>>>
>>> the target its to collect info and help modders, I think.
>>>
>>> I may open my own hl2wiki, to document netcode and other
>>> enginecode
>>> related stuff.
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
>>> archives, please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>
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>> archives, please visit:
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[hlcoders] entity limit?

2004-12-05 Thread tei
What its the netcode entity limit?
http://www.totalretribution.com/sourcesdk/hl/te__beaments_8cpp.html#a7
I dont understand this:
g_TEBeamEnts.m_nStartEntity = (start & 0x0FFF) | ((1 & 0xF)<<12);
g_TEBeamEnts.m_nEndEntity   = (end & 0x0FFF) | ((1 & 0xF)<<12);
hee... Its the limit 4095?
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Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread Tristan Fairbairn
I did a forum post there on some "c++ gotchas" for new c++ programmers
and they kindly put it in the wiki!


On Sun, 5 Dec 2004 03:03:47 -0700, Hasan Aljudy <[EMAIL PROTECTED]> wrote:
> works fine for me ..
> I don't own that site or anything, I'm just a visitor, but I posted it
> here because I haven't seen any other wiki around.
>
>
>
>
> On Sun, 05 Dec 2004 10:54:51 +0100, tei <[EMAIL PROTECTED]> wrote:
> >
> > not work
> >
> > Fatal error: Call to a member function on a non-object in
> > /var/www/hl2coding/wiki/lib/Template.php(131) : eval()'d code on line 70
> >
> > as for wikis, I feel has already exist a few ones, I suggest to
> > especialize, so maybe you can design your wiki to support mappers, or
> > moddelers, or vgui2 designers, whatever.. and other wikis target other
> > use. Also can be a good idea to linke each another
> >
> > the target its to collect info and help modders, I think.
> >
> > I may open my own hl2wiki, to document netcode and other enginecode
> > related stuff.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
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Re: [hlcoders] adding maps to a mod?

2004-12-05 Thread Hasan Aljudy
are you talking about making maps, or copyingmaps over from a
different location?

anyway, for making maps, just use the Source SDK think in steam's
gmaes menu, from the drop down list select your mod, double click
hammer, it should be now automatically configured to save and compile
maps in your mods directory.


On Sun, 5 Dec 2004 03:44:23 -0800, Kyle Keating <[EMAIL PROTECTED]> wrote:
> How the heck do i add a custom map to the mod. I dont want the hl1
> maps. So i overwrote the maps dir with the hl2dm maps dir. None of the
> maps work. I also added a text file which i thought was the solution
> "maplist.txt" to my mod dir, but that did nothing. Im confused, where
> is the documentation for this?
>
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Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin

2004-12-05 Thread Tristan Fairbairn
Is anyone able to help with this?


On Sun, 5 Dec 2004 00:47:59 +, Tristan Fairbairn
<[EMAIL PROTECTED]> wrote:
> Hi list,
>
> I'm messing about with a plugin and i'm getting a crash when trying to
> access an edict_t* returned by PEntityOfEntIndex(int iEntIndex)
>
> I'm basically trying to find out info about entities based on the
> client index (eventually i'd like to do it based on name and/or steam
> id).
>
> Code goes a little like this:
>
> edict_t *entity = engine->PEntityOfEntIndex(playerIndex);
> if (!entity) ...
>
> IPlayerInfo *playerInfo = playerinfomanager->GetPlayerInfo(entity);
> if (!playerInfo) ...
>
> // This line causes a crash
> Msg("SteamId: %s\n", playerInfo->GetNetworkIDString());
>
> I'm almost certainly doing something wrong, or perhaps my approach is
> totally wrong for what i'm trying to achive.  So any thoughts?
>
> ta,
>
> Trimbo
>

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Re: [hlcoders] NPCs acting differently

2004-12-05 Thread Gerald
Adrian,
That actually was the reason why NPCs didn't hate each other. I worked
backwards from there to fix it...
Thanks a lot :)
Gerald
Adrian Finol wrote:
Is your gamerules initializing relationships correctly?
Check CHalfLife2::InitDefaultAIRelationships in hl2_gamerules.cpp to see
how HL2 does it.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gerald
Sent: Saturday, December 04, 2004 4:21 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] NPCs acting differently
Hi
I'm trying to get NPCs to work in a multiplayer mod. What I've done use
use the single player code and run it with a net_start, sv_lan 1,
maxplayers 10 before starting the map. Players join fine, but NPCs just
sit there.
I worked out that it is the maxplayers variable that changes how NPCs
behave. As soon as it's bigger then 1, NPCs just stop working properly.
Also, NPCs obey the npc_go, etc commands just fine with any maxplayer
value.
I've trolled through the NPC code and the AI code, but can't find the
particular thing that changes this logic.
Any ideas?
Thanks,
Gerald
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[hlcoders] adding maps to a mod?

2004-12-05 Thread Kyle Keating
How the heck do i add a custom map to the mod. I dont want the hl1
maps. So i overwrote the maps dir with the hl2dm maps dir. None of the
maps work. I also added a text file which i thought was the solution
"maplist.txt" to my mod dir, but that did nothing. Im confused, where
is the documentation for this?

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Re: [hlcoders] Source SDK Doc

2004-12-05 Thread tei
Indexing the doxygen data works like a charm:
http://hl2sdk.wolferix.de/index.php/TE
:D
r00t 3:16 wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Not a wiki site but here are the project docs for the entire hl2 source sdk 
everything project file.
(I haven't uploaded all the files which is why there is only 2 links.)
http://www.totalretribution.com/sourcesdk
I will be adding a search feature to this soon.
Enjoy...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] error message free(): invalid pointer 0x401e2480!

2004-12-05 Thread john smith
I also get this message in fedora core 1.


On Sat, 04 Dec 2004 22:41:03 -0500, Chris Moyer <[EMAIL PROTECTED]> wrote:
> what is this error message and why do I get about 100 of them every time
> I start the server? I'm running Ubuntoo (debian mod) Linux with a 2.6.8
> kernel.
> Thanks again
> --Chris Moyer
>
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RE: [hlcoders] NPCs acting differently

2004-12-05 Thread Adrian Finol
Is your gamerules initializing relationships correctly?

Check CHalfLife2::InitDefaultAIRelationships in hl2_gamerules.cpp to see
how HL2 does it.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gerald
Sent: Saturday, December 04, 2004 4:21 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] NPCs acting differently

Hi

I'm trying to get NPCs to work in a multiplayer mod. What I've done use
use the single player code and run it with a net_start, sv_lan 1,
maxplayers 10 before starting the map. Players join fine, but NPCs just
sit there.

I worked out that it is the maxplayers variable that changes how NPCs
behave. As soon as it's bigger then 1, NPCs just stop working properly.

Also, NPCs obey the npc_go, etc commands just fine with any maxplayer
value.

I've trolled through the NPC code and the AI code, but can't find the
particular thing that changes this logic.

Any ideas?

Thanks,
Gerald


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Re: [hlcoders] compiling errors, please help!

2004-12-05 Thread tei
Carmen Bartoli wrote:
i used the prjconverter and opened the new dsw
successfully, tried compiling before i touched
anything, and i get 54 errors and 4 warnings!
anyone have the same problem?
Do not start from scrach with prjconverter, other people has already fix
the main problems, here its semi-fixed proyects:
http://hl2sdk.wolferix.de/index.php/Compiling#Personal_Proyect_Files
If you fix the remain problems, please upload elsewhere and link on that
page.
note:
If you search older post, you will see this info Its already posted. Its
a good idea to search before ask.  If you use a bad mail client with bad
search function, you may swich to gmail or thunderbird.
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Re: [hlcoders] compiling errors, please help!

2004-12-05 Thread John Carr
hey

i dont know how long you have subscribed here but there was a post a
couple of days ago about using MSVC++6. You need SP5 and the processor
pack.

http://hl2sdk.wolferix.de/index.php/Compiling

john


On Sun, 5 Dec 2004 02:01:03 -0800 (PST), Carmen Bartoli
<[EMAIL PROTECTED]> wrote:
> i used the prjconverter and opened the new dsw
> successfully, tried compiling before i touched
> anything, and i get 54 errors and 4 warnings!
>
> anyone have the same problem?
>
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[hlcoders] compiling errors, please help!

2004-12-05 Thread Carmen Bartoli
i used the prjconverter and opened the new dsw
successfully, tried compiling before i touched
anything, and i get 54 errors and 4 warnings!

anyone have the same problem?

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Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread Hasan Aljudy
works fine for me ..
I don't own that site or anything, I'm just a visitor, but I posted it
here because I haven't seen any other wiki around.


On Sun, 05 Dec 2004 10:54:51 +0100, tei <[EMAIL PROTECTED]> wrote:
>
> not work
>
> Fatal error: Call to a member function on a non-object in
> /var/www/hl2coding/wiki/lib/Template.php(131) : eval()'d code on line 70
>
> as for wikis, I feel has already exist a few ones, I suggest to
> especialize, so maybe you can design your wiki to support mappers, or
> moddelers, or vgui2 designers, whatever.. and other wikis target other
> use. Also can be a good idea to linke each another
>
> the target its to collect info and help modders, I think.
>
> I may open my own hl2wiki, to document netcode and other enginecode
> related stuff.
>
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Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread John Carr
nice look wiki. ill be happy to fill it with barely legible english as
soon as i get the SDK to compile >_<

john


On Sun, 05 Dec 2004 10:54:51 +0100, tei <[EMAIL PROTECTED]> wrote:
> Hasan Aljudy wrote:
> > http://www.hl2coding.com/wiki/
> >
> > well, someone finally made it!
> >
> > It's kinda empty now .. so go post stuff there!
> >
> > (btw, plz don't tell me there is already hl2world, as they support the
> > stolen build and I wouldn't consider them a good part of the
> > community, their contribution is negative)
>
> not work
>
> Fatal error: Call to a member function on a non-object in
> /var/www/hl2coding/wiki/lib/Template.php(131) : eval()'d code on line 70
>
> as for wikis, I feel has already exist a few ones, I suggest to
> especialize, so maybe you can design your wiki to support mappers, or
> moddelers, or vgui2 designers, whatever.. and other wikis target other
> use. Also can be a good idea to linke each another
>
> the target its to collect info and help modders, I think.
>
> I may open my own hl2wiki, to document netcode and other enginecode
> related stuff.
>
>
>
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Re: [hlcoders] Finally a coding wiki!

2004-12-05 Thread tei
Hasan Aljudy wrote:
http://www.hl2coding.com/wiki/
well, someone finally made it!
It's kinda empty now .. so go post stuff there!
(btw, plz don't tell me there is already hl2world, as they support the
stolen build and I wouldn't consider them a good part of the
community, their contribution is negative)
not work
Fatal error: Call to a member function on a non-object in
/var/www/hl2coding/wiki/lib/Template.php(131) : eval()'d code on line 70
as for wikis, I feel has already exist a few ones, I suggest to
especialize, so maybe you can design your wiki to support mappers, or
moddelers, or vgui2 designers, whatever.. and other wikis target other
use. Also can be a good idea to linke each another
the target its to collect info and help modders, I think.
I may open my own hl2wiki, to document netcode and other enginecode
related stuff.
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Re: [hlcoders] Compiling on Linux

2004-12-05 Thread Predatory Kangaroo
Also of note, the GCC version that is mentioned on that page is
*required* - I had to upgrade mine to compile it.
Also, if you use NPTL (the newer distributions use it, Gentoo uses it
by the NPTL use flag), you will have to add -lpthread to the
appropriate link sections in the Makefile.


On Sun, 5 Dec 2004 01:49:36 -0500 (EST), David Anderson <[EMAIL PROTECTED]> 
wrote:
> Ahhh, I see, I need to have the game binaries on hand... missed that.
>
> Sigh.  Thanks.
>
>   -David Anderson
>
>
>
> On Sat, 4 Dec 2004, Alfred Reynolds wrote:
>
> > This document:
> > http://www.valve-erc.com/srcsdk/linux_compiling.html
> >
> > Describes the environment you need to compile the SDK under linux. Note
> > that you also need to setup the base Makefile before being able to
> > compile the SDK.
> >
> > - Alfred
> >
> > Original Message
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of David
> > Anderson Sent: Saturday, December 04, 2004 9:33 PM To:
> > [EMAIL PROTECTED] Subject: [hlcoders] Compiling on Linux
> >
> >> Am I the only one whose SDK is simply missing the Linux libraries
> >> required to compile the SDK?
> >>
> >> The makefiles in src\linux_sdk reference versions of src\lib files
> >> that end in _i486.so and they aren't there.
> >>
> >> Thanks,
> >>
> >>   -David Anderson
> >>
> >> ___
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> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
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[hlcoders] Copyright violation need answers...

2004-12-05 Thread r00t 3:16
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hopefully Yahn or Alex can give me an answer on this

I just used doxygen to create a doc of the source sdk layout.

I ran doxygen on the project file "everything_sdk.sln" which doxygen grabbed 
whatever was available on the source sdk..

I uploaded the generated HTML files to here 
http://www.totalretribution.com/sourcesdk

However after looking at the docs, I had clicked a link and it had the actual 
"source code" listed with link references to classes etc.

My question is, would this be a copyright violation?

Just wanted to be safe then sorry..





r00t 3:16
CQC Gaming
www.cqc-gaming.com
--


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RE: [hlcoders] sourcesdk.gcf question

2004-12-05 Thread Jay Stelly
Exactly.  They are compressed on the wire, but not on disk.

Jay


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Jeffrey "botman" Broome
> Sent: Sunday, December 05, 2004 1:40 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] sourcesdk.gcf question
>
> Vyacheslav Djura wrote:
> >
> > P.S. Why VALVe doesn't compress any .gcf files? :-/ This
> would save a
> > lot of time and money for users with low-bandwidth
> (dial-up). Respect
> > people who have bought license versions of your game in undeveloped
> > countries which do not have broadband in every house.
> >
>
> I believe they ARE compressed WHILE you are downloading them.
>  Once they have been downloaded, they are uncompress to the
> hard disk for fast access later when they need to be read.
> No sense waiting for 10,000 textures to uncompress when you
> are trying to load the game since disk space is SO cheap now adays.
>
> --
> Jeffrey "botman" Broome
>
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Re[2]: [hlcoders] sourcesdk.gcf question

2004-12-05 Thread Vyacheslav Djura
Hello Jay,

Monday, December 6, 2004, 12:12:59 AM, you wrote:
JS> Exactly.  They are compressed on the wire, but not on disk.
Ok, but you haven't answered my another question - will it work if
I'll download sourcesdk.gcf separately and place it into SteamApps
folder?

--
Best regards,
 Vyacheslavmailto:[EMAIL PROTECTED]


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